Crops/Farming
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- Crops could be earth-like or alien
- Materials harvested from alien crops could be used in the construction of explosives or more durable and lightweight armor panels.
- Alien crops could only be grown on alien planets.
a) More complex system could allow players to mix gasses in rooms and create alien atmosphere for growing crops indoors. Would require you enter the room with your helmet on (optional). - You could have automated systems to plant, water, and harvest crops. Crops could contribute to O2 production in your ship/base.
Pros
- This type of farming could improve base/ship aesthetics by contributing to greener looking bases.
- It would add to base/ship functionality, as more rooms a player can create would have specific functions or purposes.
- It would add depth to the crafting system, another angle in survival to unlock certain technologies and blocks.
Disclaimer
This is not a suggestion for survival mechanics. IE the character has to eat food to survive. It's just an enhancement of game play. More to do in the game, more to build, more to explore/craft.
A optional requirement to have to eat and drink would be great though
A optional requirement to have to eat and drink would be great though
Would you need blocks for mechanical seeding, weeding, harvesting, ploughing and hoeing?
Hydroponics does not always give the most efficient yield. It can require a lot of energy.
The Sun and soil can do that job too.
Would you need blocks for mechanical seeding, weeding, harvesting, ploughing and hoeing?
Hydroponics does not always give the most efficient yield. It can require a lot of energy.
The Sun and soil can do that job too.
SE1 has token survival elements. I would love to see more. If creative is your thing, just don’t enable it in your game.
SE1 has token survival elements. I would love to see more. If creative is your thing, just don’t enable it in your game.
The solution to the dispute is actually primitively simple.
In vanilla SE1 there are blocks like beds, kitchens, bars, tables, even toilets and showers, green cylinders with some seaweed or algae... Why actually, when the player's character doesn't need to eat or drink or sleep? Decorations? OK.
In the plugin that Jordan Davis mentioned there are also other blocks for growing plants - and I can imagine a block for making meat: for example the "Lab Counter" block - also actually just a decoration, but easily convertible into something more useful. The player sacrifices a kilogram of his own body (wound for 25-50% health), or gets a trophy from a killed opponent (or "earthlike" animals) - and in a few days the block will grow more meat...
So the solution?
A simple toggle in the game world settings.
Want the need to eat, drink, sleep in your world? Whatever. Food system blocks are functional, producing plants and processing the food needed for the player's character.
You don't want more "unnecessary complications" in your world? Whatever. Food system blocks are purely decorative.
The solution to the dispute is actually primitively simple.
In vanilla SE1 there are blocks like beds, kitchens, bars, tables, even toilets and showers, green cylinders with some seaweed or algae... Why actually, when the player's character doesn't need to eat or drink or sleep? Decorations? OK.
In the plugin that Jordan Davis mentioned there are also other blocks for growing plants - and I can imagine a block for making meat: for example the "Lab Counter" block - also actually just a decoration, but easily convertible into something more useful. The player sacrifices a kilogram of his own body (wound for 25-50% health), or gets a trophy from a killed opponent (or "earthlike" animals) - and in a few days the block will grow more meat...
So the solution?
A simple toggle in the game world settings.
Want the need to eat, drink, sleep in your world? Whatever. Food system blocks are functional, producing plants and processing the food needed for the player's character.
You don't want more "unnecessary complications" in your world? Whatever. Food system blocks are purely decorative.
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